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About mysty

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  1. How concerned should I be about these tornado sirens that keep going off in Douglasville? Theoretically, we'd see it coming, right?
  2. Amy to Amara - "Did you just take down Starvin' Marvin?" referring to the picture of the child she's sponsoring...
  3. I think Amara has appropriated Ken's amigurumi narwhal. Hmmm...
  4. Let fun anywhere!
  5. Today's word of the Day is: Whatever!
  6. That was the scariest landing I've ever experienced. Kudos to our pilot, Captain Morgan. Now I am just so glad to be home, and I feel like a zombie. You know, the sort that can barely shamble, and looks like they need a good nap? Yeah, that kind.
  7. So ready to be going home. I had a blast, and it was great seeing everyone I did, but wow... I miss my girls.
  8. I think I'm just about... done.
  9. oh teh noes! I am allergic! I ate some super delicious lo mein in Chinatown, and ended up in hives. I missed a whole session of yesterday's tutorials as we hunted down some benadryl. :( Otherwise, having a great time and looking forward to (or dreading?) meeting THE Washu.
  10. And... I am in San Fran. :D
  11. You know what's really lovely? Coloring all day on a Friday. :D Thanks Jeremy!
  12. I'm pretty sure it's coffee time!
  13. mysty

    UDK materials (Bump mapping)

    If the tutorial did not include the example files used, then you will need to create the normal map yourself. There are several ways of doing this depending on what software you have available and how much time and effort you are willing to spend. The easy solution is a little program called "CrazyBump" that generates a normal map based on your texture image. It's very simple to use and generates fairly good normal maps in a matter of seconds. There is also an NVIDIA plugin for Photoshop that adds a normal map filter - I have not tried it so I can't vouch for the results, but it probably generates normal maps similar to CrazyBump. Another option is to go back and model a high poly version of the mesh, then bake the normals from the high poly model to a normal map that can be applied to the low poly version. How you do this depends on which software you are using - you'll probably want to look up specific tutorials for your modeling program of choice. This is probably easier if you have something like Zbrush to create really fine details. Obviously, this requires more skill and patience than just generating something from your existing texture, but the benefit is that you have more control over the detail.
  14. As others have mentioned, neither one is "better" than the other, and while the general rule of thumb is that Max is used more frequently at game studios while Maya is used more frequently at animation (film) studios, there are plenty of exceptions to the rule. Personally, I would recommend you learn both. As a student, you can get the Autodesk Education Suite for Entertainment Creation 2011 (wow that's a mouthful) which contains BOTH programs (and a few other goodies) for $350, and once you understand how to use one it's not that difficult to pick up the other. With a couple of years of experience with Maya, I was able to work in Max after just a few hours of familiarizing myself with where the tools were and how the modifier stack works; it's a slightly different workflow, but the general concepts are the same.
  15. mysty

    Beginning Game Art

    What marcgfx said is pretty much dead on. Keep a sketchbook handy and draw every day. Spend time people watching and sketch what you see - I've been known to pull out a sketchbook during a layover at the airport and start drawing the people around me. Go to a zoo and draw animals (since game characters aren't always human). For digital painting, I absolutely recommend getting a tablet if you don't have one already - it's SO MUCH easier than trying to work with just a mouse. In Photoshop, layers are your friend. That way, if you mess something up, it doesn't affect the entire image, just that layer. Hmmm... as for 3D, characters are a hard place to start. Blocky objects with lots of straight lines are much easier to model than organic shapes, so I'd probably start with something more basic until you get a handle on Max. Just keep working at it, you WILL get better with practice. :)
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